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Game Informer got a three-pages interview with Jay Wilson. Most of it is stuff we have heard often. However, one snippet might be of interest to diablo fans. The special effect sounds composer in Diablo III was who did them in Diablo II.

Jay Wilson answers how they approach character roster when creating new classes for Diablo 3.

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GI: People who played Diablo II obsessively acquired a Pavlovian response to the drop sounds—are you keeping those effects, or are you rerecording them?

Wilson: We’re probably going to rerecord them, just because the quality isn’t as high, but the guy who’s doing them is the same person from Diablo II. He’s going to do them justice, for sure. The main thing I actually want to get is a little more distinction, where higher-quality magic items have a more distinct sound.

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Jay doesn't exclude Item Gambling from Diablo 3, but it is not yet determined. He also talks about death mechanic. Mercenaries are back renamed as Followers. Read the transcript here.

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in Diablo.de: Will Diablo 3 still have a gambling-feature to gamble good rare Items?[indent=1]Jay Wilson: We have not actually made a decision on gambling. We have talked about it and we might do it! It kind of depends on some of the other decisions we will make. We do not have anything against it, it is more like that: Once we make some of the other decisions on how we are going to handle items, we will decide whether or not that warrants an inclusion. But, for the most part, i think we are generally for it!

in Diablo.de: When a character dies, will it lose gold and experience like in Diablo 2?
Jay Wilson: We have not actually decided on the final death mechanic. I can guarantee that you will not lose experience. We are not urging to big penaltys for death. But we want enough of a penalty to be there, so that death has meaning! Like to lose a little bit time, some kind of decrement... We do not currently have a durability, but some kind of ... a gold cost is actually not so bad. And having the player to waste some time, that is certainly an element. Generally we kind of rely on the effect that players do not want to die. You know, you just do not want to. So there is no real reason to add a further "ding" to them for something happening that was already unfavorable to them. But we have not got our final mechanics on that, yet.

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Merely a day goes by without some news on DiabloIII from Blizzard, and it seems that not just the gaming industry is giving us treats - we have two new tunes pertaining to the francise to keep us busy while we wait for DiabloIII to be released.

The first one will be familiar to almost all of us, the new interpreted Tristram theme from The One Ups. Some of you may know them already from other works they have made, all focusing on different game's melodies, take a gander on their site to listen to their songs. Those who can't get enough can even download the "Tristram Live" straight from their MySpace as long as you have an account of said site.

The other song should also be familiar to anyone who has paid interest to Blizzard lately. The iTunes store has the "Diablo III Overture" in its selection now, which can also be heard on the gameplay trailer of the game. This is also a free download, to get it all you must have is a US iTunes Store account to download this.

Fans will definantley appreciate these pieces of art, so don't miss out on it, go check it out now!

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GameReactor has a new interview from GC2008 with Diablo III's lead designer, Jay Wilson. The interview takes place in a 9 minute video.

Parts of the video include discussion over Blizzard's core development strategy, and how they want the game to feel. This includes the potion system that incorporates with the orbs, and how these things make Diablo III a more challenging experience.

The video also covers co-op functionality, challenging PVP, individual loot and as expected, they even go into the topic of the game's art direction. Jay states that Blizzard actually expected a more negative reaction, because strugled through the same feelings the players have, but now they are so used to it they will definately not change it.

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Jay Wilson talks more in-depth about the Witch Doctor, Loot, Gameplay, and more... watch the video interview.

UPDATE: Garret from Ten Ton Hammer informs the transcript to the interview is now available for those with slow internet connection or without plugins to watch the video. You can read the full transcript here

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The Diablo series is among those touchstone gaming experiences that many of us RPG types grew up relishing. If to this day your MP3 collection isn't complete without "Tristram" and other tracks from Matt Uelman's masterful Diablo 2 score, we understand each other.So, when the opportunity to interview Diablo 3 Lead Designer Jay Wilson came up, we fell over ourselves rearranging our Leipzig GC schedule even though this isn't Ten Ton Hammer's standard MMORPG fare.

Learn how Blizzard hopes to capture the essence of Diablo & Diablo 2 and even take Diablo 3 beyond its predecessors in a variety of ways, not the least of which is an updated control scheme and an fast-paced approach to combat that can only be described as epic, even by Diablo terms. Get the skinny on the boss fights you saw in the D3 trailer, gather some hints on the changes in store for Blizzard's multiplayer portal, Battle.net, and see much more in this ten minute video!